\r
char dataDir[200]; // Stores the directory name for the meshes and textures.\r
\r
-static GLfloat floorVertices[4][3] = {\r
- { -1000.0, 0.0, 1000.0 },\r
- { 1000.0, 0.0, 1000.0 },\r
- { 1000.0, 0.0, -1000.0 },\r
- { -1000.0, 0.0, -1000.0 },\r
-};\r
-\r
static GLfloat lightColor[] = {1.0, 1.0, 1.0, 1.0}; // White light\r
static GLfloat lightPosition[4];\r
\r
GLfloat angle = -150; /* in degrees */\r
GLfloat angle2 = 30; /* in degrees */\r
\r
+/* Near and far parameters */\r
+GLfloat near = -10;\r
+GLfloat far = 10;\r
+\r
+/* Zoom factor for mouse movements */\r
+GLfloat zoomFactor = 1.0;\r
+\r
+/* Recursion level for floor drawing */\r
+int drawFloorRecurse = 5;\r
+\r
+/* Size of floor, from -n to n */\r
+int floorSize = 100;\r
+\r
+/* Light 0 parameters */\r
+GLfloat diffuse0[] = {1.0, 1.0, 1.0, 1.0};\r
+GLfloat ambient0[] = {0.0, 0.0, 0.0, 1.0};\r
+GLfloat specular0[] = {1.0, 1.0, 1.0, 1.0};\r
+GLfloat emission0[] = {0.0, 0.0, 0.0, 0.0};\r
+GLfloat light0_pos[] ={1.0, 1.0, 0,0, 1.0};\r
+GLfloat glightmodel[] = {0.2,0.2,0.2,1};\r
+\r
+\r
/**\r
* Prints out error message when file cannot be read\r
* @param fileName Name of file that could not be read\r
* @param h New height\r
*/\r
void windowReshape(int w, int h) {\r
- GLdouble near = -10.0;\r
- GLdouble far = 10.0;\r
-\r
glViewport(0, 0, (GLsizei) w, (GLsizei) h);\r
glMatrixMode(GL_PROJECTION);\r
glLoadIdentity();\r
* @param x Mouse x position\r
* @param y Mouse y position\r
*/\r
-/*void mouse(int btn, int state, int x, int y) {\r
- \r
-}*/\r
-static void\r
-mouse(int button, int state, int x, int y)\r
-{\r
+void mouse(int button, int state, int x, int y) {\r
if (button == GLUT_LEFT_BUTTON) {\r
if (state == GLUT_DOWN) {\r
moving = 1;\r
}\r
}\r
\r
-static void\r
-motion(int x, int y)\r
-{\r
+/**\r
+ * Called when motion event occurs\r
+ * @param x Mouse x position\r
+ * @param y Mouse y position\r
+ */\r
+void motion(int x, int y) {\r
if (moving) {\r
angle = angle + (x - startx);\r
angle2 = angle2 + (y - starty);\r
}\r
}\r
\r
-void idle() {\r
- angle = (int)(angle + 10) % 360;\r
- //angle2 = (int)(angle2 + 10) % 360;\r
- printf("Angle 1: %f, Angle 2: %f\n", angle, angle2);\r
- sleep(1);\r
- glutPostRedisplay();\r
-}\r
-\r
-\r
-int drawFloorRecurse = 5;\r
-\r
-void drawSquare(int recurseLevel, float x1, float y1, float x2, float y2) {\r
+/**\r
+ * Recursive function to draw a square by drawing smaller and smaller\r
+ * divisions of the square, determined by drawFloorRecurse.\r
+ * @param recurseLevel Current level of recursion, only pass 0\r
+ * @param x1 top-left x\r
+ * @param z1 top-left z\r
+ * @param x2 bottom-left x\r
+ * @param z2 bottom-left z\r
+ */\r
+void drawSquare(int recurseLevel, float x1, float z1, float x2, float z2) {\r
\r
if ( drawFloorRecurse != recurseLevel ) {\r
+ // Calculate middle points\r
float xm = (x1 + x2) / 2.0;\r
- float ym = (y1 + y2) / 2.0;\r
+ float zm = (z1 + z2) / 2.0;\r
+\r
+ // Increment recursion level\r
int rnew = recurseLevel + 1;\r
\r
// Split into four sub-quads\r
- drawSquare(rnew, x1, y1, xm, ym);\r
- drawSquare(rnew, x1, ym, xm, y2);\r
- drawSquare(rnew, xm, ym, x2, y2);\r
- drawSquare(rnew, xm, y1, x2, ym);\r
+ drawSquare(rnew, x1, z1, xm, zm);\r
+ drawSquare(rnew, x1, zm, xm, z2);\r
+ drawSquare(rnew, xm, zm, x2, z2);\r
+ drawSquare(rnew, xm, z1, x2, zm);\r
\r
} else {\r
+ // Draw square.\r
+ // **NOTE: Is the polygon facing in the right direction?\r
glBegin(GL_QUADS);\r
- glVertex3f(x1, 0.0, y1);\r
- glVertex3f(x1, 0.0, y2);\r
- glVertex3f(x2, 0.0, y2);\r
- glVertex3f(x2, 0.0, y1);\r
+ glVertex3f(x1, 0.0, z1);\r
+ glVertex3f(x1, 0.0, z2);\r
+ glVertex3f(x2, 0.0, z2);\r
+ glVertex3f(x2, 0.0, z1);\r
glEnd();\r
}\r
\r
}\r
\r
/**\r
- * Draw a floor.\r
+ * Draw a floor by calling the drawSquare recursion\r
*/\r
void drawFloor() {\r
- \r
-drawSquare(0, -100.0, -100.0, 100.0, 100.0);\r
+ drawSquare(0, -floorSize, -floorSize, floorSize, floorSize);\r
+}\r
\r
- /*if (useTexture) {\r
+/**\r
+ * Draw x, z axis on floor\r
+ */\r
+void drawLine() {\r
+ // **NOTE: fix function\r
glDisable(GL_TEXTURE_2D);\r
- }*/\r
+ glEnable(GL_BLEND);\r
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);\r
+ glColor4ub( 0.0, 0.0, 0.0, 0.5 );\r
\r
-}\r
+ glBegin(GL_LINES);\r
+ glVertex3i( 10.0, 0.1, 10.0);\r
+ glVertex3i( -10.0, 0.1, -10.0);\r
+ glEnd();\r
\r
-/*void drawSquare(GLfloat x1, GLfloat y1, GLfloat x2, GLfloat y2) {\r
- drawSquare(0, x1, y1, x2, y2);\r
-}*/\r
+ glDisable(GL_BLEND);\r
+ glEnable(GL_TEXTURE_2D);\r
+}\r
\r
/**\r
* Display function\r
0.0, 1.0, 0.0 /* up is in postivie Y direction */\r
);\r
\r
+\r
+ // **NOTE: Currently this rotation function is all that moves the camera off\r
+ // the flat surface. Need to integrate function into gluLookAt\r
glRotatef(30.0, 1.0, 0.0, 0.0);\r
\r
/* Reposition the light source. */\r
lightPosition[3] = 0.0;\r
\r
glPushMatrix();\r
- /* Perform scene rotations based on user mouse input. */\r
- \r
+\r
+ /* Perform scene rotations based on user mouse input. */\r
glRotatef(angle, 0.0, 1.0, 0.0);\r
+ //glRotatef(angle2, 1.0, 0.0, 0.0); **NOTE: Only one degree of freedom\r
\r
glLightfv(GL_LIGHT0, GL_POSITION, lightPosition);\r
\r
- glEnable(GL_BLEND);\r
- glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);\r
drawFloor();\r
- glDisable(GL_BLEND);\r
\r
- glPushMatrix();\r
+ drawLine();\r
\r
- //glTranslatef(0.0, 0.0, 0.0);\r
- glutWireTeapot(1); // Draw teapot for test\r
+ // Draw teapot for a test object\r
+ glPushMatrix();\r
+ glTranslatef(0.0, 0.0, 0.0); // **NOTE: Teapot does not rest on surface\r
+ glColor3f(0.5, 0.5, 0.5);\r
+ glutSolidTeapot(1);\r
glPopMatrix();\r
\r
+ // Draw a white ball over the light source\r
glPushMatrix();\r
glDisable(GL_LIGHTING);\r
glColor3f(1.0, 1.0, 1.0);\r
-\r
- /* Draw a yellow ball at the light source. */\r
glTranslatef(lightPosition[0], lightPosition[1], lightPosition[2]);\r
- glutSolidSphere(1.0, 5, 5);\r
-\r
+ glutSolidSphere(1.0, 50, 50);\r
glEnable(GL_LIGHTING);\r
glPopMatrix();\r
\r
glLoadIdentity();\r
\r
gluPerspective(\r
- 60.0, /* field of view in degree */\r
- 1.0, /* aspect ratio */\r
- -1000.0, /* Z near */\r
- 1000.0 /* Z far */\r
+ 60.0, /* field of view in degree */\r
+ 1.0, /* aspect ratio */\r
+ near, /* Z near */\r
+ far /* Z far */\r
); \r
\r
- glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 1);\r
- glLightfv(GL_LIGHT0, GL_DIFFUSE, lightColor);\r
- glLightf(GL_LIGHT0, GL_CONSTANT_ATTENUATION, 0.1);\r
- glLightf(GL_LIGHT0, GL_LINEAR_ATTENUATION, 0.05);\r
+ \r
+ glLightfv(GL_LIGHT0, GL_POSITION, light0_pos);\r
+ glLightfv(GL_LIGHT0, GL_AMBIENT, ambient0);\r
+ glLightfv(GL_LIGHT0, GL_DIFFUSE, diffuse0);\r
+ glLightfv(GL_LIGHT0, GL_SPECULAR, specular0);\r
+ glLightModelfv(GL_LIGHT_MODEL_AMBIENT, glightmodel);\r
glEnable(GL_LIGHT0);\r
glEnable(GL_LIGHTING);\r
+ glEnable(GL_COLOR_MATERIAL);\r
+ glColorMaterial( GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE );\r
+ glMaterialfv( GL_FRONT_AND_BACK, GL_SPECULAR, specular0);\r
+ glMaterialfv( GL_FRONT_AND_BACK, GL_EMISSION, emission0);\r
+\r
+ \r
\r
glMatrixMode(GL_MODELVIEW);\r
glLoadIdentity();\r
glutDisplayFunc(display);\r
glutMouseFunc(mouse);\r
glutMotionFunc(motion);\r
- //glutIdleFunc(idle);\r
\r
makeMenu();\r
\r